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-rw-r--r--source/blender/editors/object/object_add.c3
-rw-r--r--source/blender/makesrna/intern/rna_scene.c14
2 files changed, 8 insertions, 9 deletions
diff --git a/source/blender/editors/object/object_add.c b/source/blender/editors/object/object_add.c
index 8ed9e10a758..1ec3a82fc58 100644
--- a/source/blender/editors/object/object_add.c
+++ b/source/blender/editors/object/object_add.c
@@ -295,8 +295,7 @@ Object *ED_object_add_type(bContext *C, int type, float *loc, float *rot, int en
ED_object_base_init_transform(C, BASACT, loc, rot);
DAG_scene_sort(scene);
- if(ob->data) /* could be an empty */
- ED_render_id_flush_update(G.main, ob->data);
+ ED_render_id_flush_update(G.main, ob->data);
if(enter_editmode)
ED_object_enter_editmode(C, EM_IGNORE_LAYER);
diff --git a/source/blender/makesrna/intern/rna_scene.c b/source/blender/makesrna/intern/rna_scene.c
index 2463861e0e0..5f1e3acc347 100644
--- a/source/blender/makesrna/intern/rna_scene.c
+++ b/source/blender/makesrna/intern/rna_scene.c
@@ -1516,37 +1516,37 @@ static void rna_def_scene_game_data(BlenderRNA *brna)
RNA_def_property_enum_sdna(prop, NULL, "matmode");
RNA_def_property_enum_items(prop, material_items);
RNA_def_property_ui_text(prop, "Material Mode", "Material mode to use for rendering");
- RNA_def_property_update(prop, NC_SCENE, NULL);
+ RNA_def_property_update(prop, NC_SCENE|NA_EDITED, NULL);
prop= RNA_def_property(srna, "glsl_lights", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_GLSL_NO_LIGHTS);
RNA_def_property_ui_text(prop, "GLSL Lights", "Use lights for GLSL rendering");
- RNA_def_property_update(prop, NC_SCENE, NULL);
+ RNA_def_property_update(prop, NC_SCENE|NA_EDITED, NULL);
prop= RNA_def_property(srna, "glsl_shaders", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_GLSL_NO_SHADERS);
RNA_def_property_ui_text(prop, "GLSL Shaders", "Use shaders for GLSL rendering");
- RNA_def_property_update(prop, NC_SCENE, NULL);
+ RNA_def_property_update(prop, NC_SCENE|NA_EDITED, NULL);
prop= RNA_def_property(srna, "glsl_shadows", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_GLSL_NO_SHADOWS);
RNA_def_property_ui_text(prop, "GLSL Shadows", "Use shadows for GLSL rendering");
- RNA_def_property_update(prop, NC_SCENE, NULL);
+ RNA_def_property_update(prop, NC_SCENE|NA_EDITED, NULL);
prop= RNA_def_property(srna, "glsl_ramps", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_GLSL_NO_RAMPS);
RNA_def_property_ui_text(prop, "GLSL Ramps", "Use ramps for GLSL rendering");
- RNA_def_property_update(prop, NC_SCENE, NULL);
+ RNA_def_property_update(prop, NC_SCENE|NA_EDITED, NULL);
prop= RNA_def_property(srna, "glsl_nodes", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_GLSL_NO_NODES);
RNA_def_property_ui_text(prop, "GLSL Nodes", "Use nodes for GLSL rendering");
- RNA_def_property_update(prop, NC_SCENE, NULL);
+ RNA_def_property_update(prop, NC_SCENE|NA_EDITED, NULL);
prop= RNA_def_property(srna, "glsl_extra_textures", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_GLSL_NO_EXTRA_TEX);
RNA_def_property_ui_text(prop, "GLSL Extra Textures", "Use extra textures like normal or specular maps for GLSL rendering");
- RNA_def_property_update(prop, NC_SCENE, NULL);
+ RNA_def_property_update(prop, NC_SCENE|NA_EDITED, NULL);
}
static void rna_def_scene_render_layer(BlenderRNA *brna)